mirror of
https://github.com/mpv-player/mpv
synced 2025-01-12 01:49:33 +00:00
baa18f76ca
Previously, mpv would attempt to use a BGRA swapchain in the hope that
it would give better performance, since the Windows desktop is also
composited in BGRA. In practice, it seems like there is no noticable
performance difference between RGBA and BGRA swapchains and BGRA
swapchains cause trouble with a42b8b1142
, which attempts to use the
swapchain format for intermediate FBOs, even though D3D11 does not
guarantee BGRA surfaces will work with UAV typed stores.
458 lines
15 KiB
C
458 lines
15 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <windows.h>
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#include <pthread.h>
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#include "common/common.h"
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#include "common/msg.h"
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#include "osdep/io.h"
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#include "osdep/windows_utils.h"
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#include "d3d11_helpers.h"
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// Windows 8 enum value, not present in mingw-w64 headers
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#define DXGI_ADAPTER_FLAG_SOFTWARE (2)
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static pthread_once_t d3d11_once = PTHREAD_ONCE_INIT;
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static PFN_D3D11_CREATE_DEVICE pD3D11CreateDevice = NULL;
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static void d3d11_load(void)
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{
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HMODULE d3d11 = LoadLibraryW(L"d3d11.dll");
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if (!d3d11)
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return;
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pD3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)
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GetProcAddress(d3d11, "D3D11CreateDevice");
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}
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// Get a const array of D3D_FEATURE_LEVELs from max_fl to min_fl (inclusive)
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static int get_feature_levels(int max_fl, int min_fl,
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const D3D_FEATURE_LEVEL **out)
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{
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static const D3D_FEATURE_LEVEL levels[] = {
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D3D_FEATURE_LEVEL_12_1,
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D3D_FEATURE_LEVEL_12_0,
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1,
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};
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static const int levels_len = MP_ARRAY_SIZE(levels);
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int start = 0;
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for (; start < levels_len; start++) {
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if (levels[start] <= max_fl)
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break;
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}
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int len = 0;
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for (; start + len < levels_len; len++) {
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if (levels[start + len] < min_fl)
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break;
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}
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*out = &levels[start];
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return len;
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}
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static HRESULT create_device(struct mp_log *log, bool warp, bool debug,
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int max_fl, int min_fl, ID3D11Device **dev)
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{
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const D3D_FEATURE_LEVEL *levels;
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int levels_len = get_feature_levels(max_fl, min_fl, &levels);
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if (!levels_len) {
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mp_fatal(log, "No suitable Direct3D feature level found\n");
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return E_FAIL;
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}
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D3D_DRIVER_TYPE type = warp ? D3D_DRIVER_TYPE_WARP
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: D3D_DRIVER_TYPE_HARDWARE;
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UINT flags = debug ? D3D11_CREATE_DEVICE_DEBUG : 0;
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return pD3D11CreateDevice(NULL, type, NULL, flags, levels, levels_len,
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D3D11_SDK_VERSION, dev, NULL, NULL);
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}
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// Create a Direct3D 11 device for rendering and presentation. This is meant to
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// reduce boilerplate in backends that D3D11, while also making sure they share
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// the same device creation logic and log the same information.
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bool mp_d3d11_create_present_device(struct mp_log *log,
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struct d3d11_device_opts *opts,
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ID3D11Device **dev_out)
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{
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bool warp = opts->force_warp;
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int max_fl = opts->max_feature_level;
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int min_fl = opts->min_feature_level;
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ID3D11Device *dev = NULL;
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IDXGIDevice1 *dxgi_dev = NULL;
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IDXGIAdapter1 *adapter = NULL;
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bool success = false;
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HRESULT hr;
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pthread_once(&d3d11_once, d3d11_load);
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if (!pD3D11CreateDevice) {
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mp_fatal(log, "Failed to load d3d11.dll\n");
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goto done;
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}
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// Return here to retry creating the device
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do {
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// Use these default feature levels if they are not set
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max_fl = max_fl ? max_fl : D3D_FEATURE_LEVEL_11_0;
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min_fl = min_fl ? min_fl : D3D_FEATURE_LEVEL_9_1;
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hr = create_device(log, warp, opts->debug, max_fl, min_fl, &dev);
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if (SUCCEEDED(hr))
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break;
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// Trying to create a D3D_FEATURE_LEVEL_12_0 device on Windows 8.1 or
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// below will not succeed. Try an 11_1 device.
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if (max_fl >= D3D_FEATURE_LEVEL_12_0 &&
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min_fl <= D3D_FEATURE_LEVEL_11_1)
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{
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mp_dbg(log, "Failed to create 12_0+ device, trying 11_1\n");
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max_fl = D3D_FEATURE_LEVEL_11_1;
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continue;
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}
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// Trying to create a D3D_FEATURE_LEVEL_11_1 device on Windows 7
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// without the platform update will not succeed. Try an 11_0 device.
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if (max_fl >= D3D_FEATURE_LEVEL_11_1 &&
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min_fl <= D3D_FEATURE_LEVEL_11_0)
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{
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mp_dbg(log, "Failed to create 11_1+ device, trying 11_0\n");
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max_fl = D3D_FEATURE_LEVEL_11_0;
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continue;
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}
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// Retry with WARP if allowed
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if (!warp && opts->allow_warp) {
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mp_dbg(log, "Failed to create hardware device, trying WARP\n");
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warp = true;
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max_fl = opts->max_feature_level;
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min_fl = opts->min_feature_level;
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continue;
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}
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mp_fatal(log, "Failed to create Direct3D 11 device: %s\n",
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mp_HRESULT_to_str(hr));
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goto done;
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} while (true);
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hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI device\n");
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goto done;
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}
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hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI adapter\n");
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goto done;
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}
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IDXGIDevice1_SetMaximumFrameLatency(dxgi_dev, opts->max_frame_latency);
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DXGI_ADAPTER_DESC1 desc;
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hr = IDXGIAdapter1_GetDesc1(adapter, &desc);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get adapter description\n");
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goto done;
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}
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D3D_FEATURE_LEVEL selected_level = ID3D11Device_GetFeatureLevel(dev);
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mp_verbose(log, "Using Direct3D 11 feature level %u_%u\n",
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((unsigned)selected_level) >> 12,
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(((unsigned)selected_level) >> 8) & 0xf);
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char *dev_name = mp_to_utf8(NULL, desc.Description);
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mp_verbose(log, "Device Name: %s\n"
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"Device ID: %04x:%04x (rev %02x)\n"
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"Subsystem ID: %04x:%04x\n"
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"LUID: %08lx%08lx\n",
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dev_name,
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desc.VendorId, desc.DeviceId, desc.Revision,
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LOWORD(desc.SubSysId), HIWORD(desc.SubSysId),
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desc.AdapterLuid.HighPart, desc.AdapterLuid.LowPart);
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talloc_free(dev_name);
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if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
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warp = true;
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// If the primary display adapter is a software adapter, the
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// DXGI_ADAPTER_FLAG_SOFTWARE flag won't be set, but the device IDs should
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// still match the Microsoft Basic Render Driver
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if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c)
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warp = true;
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if (warp) {
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mp_msg(log, opts->force_warp ? MSGL_V : MSGL_WARN,
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"Using a software adapter\n");
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}
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*dev_out = dev;
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dev = NULL;
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success = true;
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done:
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SAFE_RELEASE(adapter);
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SAFE_RELEASE(dxgi_dev);
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SAFE_RELEASE(dev);
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return success;
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}
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static HRESULT create_swapchain_1_2(ID3D11Device *dev, IDXGIFactory2 *factory,
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struct mp_log *log,
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struct d3d11_swapchain_opts *opts,
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bool flip, DXGI_FORMAT format,
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IDXGISwapChain **swapchain_out)
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{
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IDXGISwapChain *swapchain = NULL;
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IDXGISwapChain1 *swapchain1 = NULL;
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HRESULT hr;
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DXGI_SWAP_CHAIN_DESC1 desc = {
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.Width = opts->width ? opts->width : 1,
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.Height = opts->height ? opts->height : 1,
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.Format = format,
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.SampleDesc = { .Count = 1 },
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.BufferUsage = opts->usage,
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};
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if (flip) {
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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desc.BufferCount = opts->length;
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} else {
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.BufferCount = 1;
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}
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hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown*)dev,
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opts->window, &desc, NULL, NULL, &swapchain1);
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if (FAILED(hr))
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goto done;
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hr = IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain,
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(void**)&swapchain);
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if (FAILED(hr))
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goto done;
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*swapchain_out = swapchain;
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swapchain = NULL;
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done:
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SAFE_RELEASE(swapchain1);
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SAFE_RELEASE(swapchain);
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return hr;
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}
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static HRESULT create_swapchain_1_1(ID3D11Device *dev, IDXGIFactory1 *factory,
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struct mp_log *log,
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struct d3d11_swapchain_opts *opts,
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DXGI_FORMAT format,
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IDXGISwapChain **swapchain_out)
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{
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DXGI_SWAP_CHAIN_DESC desc = {
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.BufferDesc = {
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.Width = opts->width ? opts->width : 1,
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.Height = opts->height ? opts->height : 1,
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.Format = format,
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},
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.SampleDesc = { .Count = 1 },
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.BufferUsage = opts->usage,
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.BufferCount = 1,
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.OutputWindow = opts->window,
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.Windowed = TRUE,
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.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
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};
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return IDXGIFactory1_CreateSwapChain(factory, (IUnknown*)dev, &desc,
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swapchain_out);
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}
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// Create a Direct3D 11 swapchain
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bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
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struct d3d11_swapchain_opts *opts,
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IDXGISwapChain **swapchain_out)
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{
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IDXGIDevice1 *dxgi_dev = NULL;
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IDXGIAdapter1 *adapter = NULL;
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IDXGIFactory1 *factory = NULL;
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IDXGIFactory2 *factory2 = NULL;
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IDXGISwapChain *swapchain = NULL;
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bool success = false;
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HRESULT hr;
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hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI device\n");
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goto done;
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}
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hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI adapter\n");
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goto done;
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}
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hr = IDXGIAdapter1_GetParent(adapter, &IID_IDXGIFactory1, (void**)&factory);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI factory\n");
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goto done;
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}
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hr = IDXGIFactory1_QueryInterface(factory, &IID_IDXGIFactory2,
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(void**)&factory2);
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if (FAILED(hr))
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factory2 = NULL;
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bool flip = factory2 && opts->flip;
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// Return here to retry creating the swapchain
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do {
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if (factory2) {
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// Create a DXGI 1.2+ (Windows 8+) swap chain if possible
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hr = create_swapchain_1_2(dev, factory2, log, opts, flip,
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DXGI_FORMAT_R8G8B8A8_UNORM, &swapchain);
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} else {
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// Fall back to DXGI 1.1 (Windows 7)
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hr = create_swapchain_1_1(dev, factory, log, opts,
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DXGI_FORMAT_R8G8B8A8_UNORM, &swapchain);
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}
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if (SUCCEEDED(hr))
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break;
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if (flip) {
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mp_dbg(log, "Failed to create flip-model swapchain, trying bitblt\n");
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flip = false;
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continue;
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}
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mp_fatal(log, "Failed to create swapchain: %s\n", mp_HRESULT_to_str(hr));
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goto done;
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} while (true);
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// Prevent DXGI from making changes to the VO window, otherwise it will
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// hook the Alt+Enter keystroke and make it trigger an ugly transition to
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// exclusive fullscreen mode instead of running the user-set command.
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IDXGIFactory_MakeWindowAssociation(factory, opts->window,
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DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER |
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DXGI_MWA_NO_PRINT_SCREEN);
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if (factory2) {
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mp_verbose(log, "Using DXGI 1.2+\n");
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} else {
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mp_verbose(log, "Using DXGI 1.1\n");
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}
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DXGI_SWAP_CHAIN_DESC scd = {0};
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IDXGISwapChain_GetDesc(swapchain, &scd);
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if (scd.SwapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
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mp_verbose(log, "Using flip-model presentation\n");
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} else {
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mp_verbose(log, "Using bitblt-model presentation\n");
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}
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*swapchain_out = swapchain;
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swapchain = NULL;
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success = true;
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done:
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SAFE_RELEASE(swapchain);
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SAFE_RELEASE(factory2);
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SAFE_RELEASE(factory);
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SAFE_RELEASE(adapter);
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SAFE_RELEASE(dxgi_dev);
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return success;
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}
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struct mp_image *mp_d3d11_screenshot(IDXGISwapChain *swapchain)
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{
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ID3D11Device *dev = NULL;
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ID3D11DeviceContext *ctx = NULL;
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ID3D11Texture2D *frontbuffer = NULL;
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ID3D11Texture2D *staging = NULL;
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struct mp_image *img = NULL;
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HRESULT hr;
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// Validate the swap chain. This screenshot method will only work on DXGI
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// 1.2+ flip/sequential swap chains. It's probably not possible at all with
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// discard swap chains, since by definition, the backbuffer contents is
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// discarded on Present().
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DXGI_SWAP_CHAIN_DESC scd;
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hr = IDXGISwapChain_GetDesc(swapchain, &scd);
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if (FAILED(hr))
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goto done;
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if (scd.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
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goto done;
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// Get the last buffer that was presented with Present(). This should be
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// the n-1th buffer for a swap chain of length n.
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hr = IDXGISwapChain_GetBuffer(swapchain, scd.BufferCount - 1,
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&IID_ID3D11Texture2D, (void**)&frontbuffer);
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if (FAILED(hr))
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goto done;
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ID3D11Texture2D_GetDevice(frontbuffer, &dev);
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ID3D11Device_GetImmediateContext(dev, &ctx);
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D3D11_TEXTURE2D_DESC td;
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ID3D11Texture2D_GetDesc(frontbuffer, &td);
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if (td.SampleDesc.Count > 1)
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goto done;
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// Validate the backbuffer format and convert to an mpv IMGFMT
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enum mp_imgfmt fmt;
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switch (td.Format) {
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case DXGI_FORMAT_B8G8R8A8_UNORM: fmt = IMGFMT_BGR0; break;
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case DXGI_FORMAT_R8G8B8A8_UNORM: fmt = IMGFMT_RGB0; break;
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default:
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goto done;
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}
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// Create a staging texture based on the frontbuffer with CPU access
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td.BindFlags = 0;
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td.MiscFlags = 0;
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td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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td.Usage = D3D11_USAGE_STAGING;
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hr = ID3D11Device_CreateTexture2D(dev, &td, 0, &staging);
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if (FAILED(hr))
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goto done;
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ID3D11DeviceContext_CopyResource(ctx, (ID3D11Resource*)staging,
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(ID3D11Resource*)frontbuffer);
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// Attempt to map the staging texture to CPU-accessible memory
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D3D11_MAPPED_SUBRESOURCE lock;
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hr = ID3D11DeviceContext_Map(ctx, (ID3D11Resource*)staging, 0,
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D3D11_MAP_READ, 0, &lock);
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if (FAILED(hr))
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goto done;
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img = mp_image_alloc(fmt, td.Width, td.Height);
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if (!img)
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return NULL;
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for (int i = 0; i < td.Height; i++) {
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memcpy(img->planes[0] + img->stride[0] * i,
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(char*)lock.pData + lock.RowPitch * i, td.Width * 4);
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}
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ID3D11DeviceContext_Unmap(ctx, (ID3D11Resource*)staging, 0);
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done:
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SAFE_RELEASE(frontbuffer);
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SAFE_RELEASE(staging);
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SAFE_RELEASE(ctx);
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SAFE_RELEASE(dev);
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return img;
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}
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